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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokemon Card of the Day


Dugtrio Lv. 50


Date Reviewed: 04.14.09

Ratings & Reviews Summary

Modified: 1.75
Limited: 3.75

Ratings are based on a 1 to 5 scale.
1 being the worst. 
3 ... average.  
5 is the highest rating.

Back to the main COTD Page

Jigglypuff13 4/14 Dugtrio Lv.50 (PL)

Hello, and welcome to the new week (well, one day after it started, at least), and we have yet more Platium cards to be reviewed this week, starting with a trapper, Dugtrio! I'll come to the trapper part later after I do the basics of Dugtrio. First of all, 90 HP is about average for a Stage 1 at the moment, and should survive at least one hit. +20 Water Weakness is rather nasty with Palkia G (PL) and Kingdra (LA) running around the format at the moment. -20 Lightning Resistance is generally useless, unless you run into an AmphyTric somewhere along the line. Free Retreat Cost is perfect, so there isn't anything to talk about really.

Now, the explanation of why I said trapper. To be honest, you should already know if you've even glanced at the card. Yep, Sinkhole, it's Poké-Body, is why it's a trapper. Your opponent retreats, that Pokémon takes 2 damage counters. You see, if that threat is looming over your active Pokémon, you will generally think twice about retreating. Of course, Switch, Warp Point, Teleportation, Restructure and other such trainers and Poké-Powers don't count as retreating, so Sinkhole won't take into effect, so it's fairly easy to work your way around it. Still, it is rather nasty. The last time we had anything similar was Skarmory Ex (PK), and even then they had to have at least 40 HP remaining before retreating to deal 3 damage counters worth of damage. Skarmory Ex was rarely used, and thus it will probably be the same for Dugtrio as well.
The attacks aren't much better. Push Down is an attack that kind of combos with Sinkhole. FC for 30 isn't great really, but forcing your opponent to switch might be disruptive. However, your opponent choose who to bring active, meaning they could just bring another main attacker active, making it pointless. If they can't do this, for some reason, then you'll force your opponent to either retreat, causing them to take damage from Sinkhole, or use up a Switch/Warp Point/etc. meaning they have less to use later on in the game. Not a great dilemma really, but still, it might give your opponent something to think about.
Magnitude is like every other Magnitude attack really. High price, high damage, and bench damage to all. 70 for FFC is alright, but dealing damage to both yours and your opponents benched Pokémon can be dangerous. Personally, I don't like it, but, there are many people (possibly) who do.

So, combos, and they are few and far between. For Sinkhole, you need to use something that will force your opponent to retreat for some reason or another. Personally, I like Palkia Lv.X (GE) might be useful for this. Use Restructure, and bring up one of your opponents bench sitters, whilst using a Switch or something to get your main attacker back active, and then your opponent will have to either retreat their bench sitter or use a Switch/Warp Point/etc, where if they retreat, they take damage. It's pretty obvious really, and not that great because to deal major damage, you need at least 3 Dugtrios in play, which isn't always as easy as it sounds. Another combo is to use Manectric (PL) to stop bench damage to your own bench whilst using Magnitude. It could work, but it's not that great since you need 2 Stage 1's out, of which one needs 3 energies to attack. Probably a little too slow for this format really.

There is one major counter to this card, Dialga G Lv.X (PL). It's obvious really, since it stops Sinkhole and, if you use it, Manectric's Poké-Body. OK, so not every deck will be using Dialga G Lv.X, but it's still a big part of the metagame, so it will shut down Dugtrio quite often.


Modified: We don't have any effective trapping combos at the moment. If we did, then Sinkhole might be worth a second look with it. However, we don't, and it's easy enough to get out of anyway because of Switch and Warp Point. Push Down doesn't help it's trapping part, and Magnitude is just a waste of an attack slot. It, and one of it's combos, are shut down by one of the biggest cards of the format, which really doesn't help Dugtrio a lot. Not going to cut it in this format I'm afraid. 1.5/5

Limited: Here, however, it might be worth a try. Without Switch or Warp Point, people will have to retreat their damaged Pokémon, leading to Sinkhole actually being worth while. OK, Dialga G Lv.X is here, but who is actually going to be able to use it? Manectric is also here, meaning you could try the Magnitude combo, which could be quite nice here, OHKOing many Pokémon, and weakening others. Definitely worth a second look here. 4/5

90 HP stage 1 with a 1 retreat cost. Nothing exceptional.

Pokebody that forces 2 damage counters on a pokemon that retreats. It does stack, so 2 Dugtrios in play means 4 damage counters…and so on.

The attacks…2 for 30 with a forced switch, or 3 for 70 and 10 to all benched Pokemon are not exceptional in this metagame by any means.

There are so many ways to get around the damage counter issue it is silly. Switch, Warp Point, Dialga G Level X. Give this thing better attacks, and I MIGHT get concerned.

Could play well in a confuse or poison deck, but there are only so many of those out there.

OK, Ratings. Modified 2/5

Limited 3.5/5 Much more retreating done in this format than in modified.


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